When toggling on the "Use Small Tool Bar Icons" under the User Interface settings, the button options that sit directly under the Colors, Weights, and Textures options in Paint mode disappear. Thi ...
The Timespan variable does not appear to replicate the changes to the variable to the client from the server (event with the Replication setting set to "Replicated"). In the example a float value ha ...
The textScale parameter in AddOnScreenDebugMessage does not change the scale of the debug message. ...
When a strong pointer is set to null the packaged build of the game will immediately close. No crash logs were were made and no Saved folder was made (<Project Name>/Saved/Logs). An example project ...
The leaking variable is UInstancedStaticMeshComponent::InstanceDataBuffers. The memory block is passed to InitPerInstanceRenderData() via InstanceDataBuffers.Release(). But the function doesn't mana ...
This doesn't seem to occur every time I run the editor, I can't get it to repro consistently Note: It is possible that this is happening in blueprints based off of a native c++ class has been rel ...
If a level instance uses different runtime settings then it can override the main WP's runtime settings with UWorldPartitionRuntimeSpatialHash::ApplyCVars Runtime settings:GRuntimeSpatialHashUseA ...
This appears to be some form of type confusion. In editor, the type of the result pin is a Packed Level Actor Class Reference, but at runtime, the returned value is a BlueprintGeneratedClass. ...